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Am I Missing Something?


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#41 Koniving

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Posted 05 April 2014 - 11:34 PM

To be honest I'm not sure which way it will take. Source balance is completely out the window. Weapon systems are implemented with a 'unique' vision that has warped balance quite a bit. PGI selectively kept and threw out rules. Sometimes for the better, sometimes just to make people like me bash my head against the wall.

Spoiler


Right now, I don't think it will get any more diluted so to speak. But for genuine substance it will be a long while. Some things mentioned on the lead designer's agenda is to completely rework the pilot and mech skill trees. Example, with master level the 22.5% acceleration of basics becomes 55% faster acceleration. It's simply too much. Heat Containment raises your maximum heat allowed by 20%, letting you spam even more weapons down range and bypass other balancing factors like Weapon Heatscale.

There was mentioned in an Ask the Devs that repair and rearm is on a backburner which may be revisited when Community Warfare is released. Also on that time line, cockpit monitors and mech knockdowns. We may or may not see the return of the original heat penalties (i.e. 80% heat, your weapons, heatsinks, and ammo begin to lose their health and may be destroyed by your own heat).

I don't think we'll ever see engine destruction in the truest sense of the word (MGs would be the most overpowered weapon in the game if we do) or actuator damage return. That makes me sad.

But here's to hoping.

(Far as other niche titles, somehow Hawken is skirting by with 30,000 per map and about 10,000 per mech. The maps are generally a lot better yet smaller. Consider that their mechs are barely bigger than 'person' sized and thus the maps are Call of Duty MP-level sized. The mechs are incredibly simple. Their development is in house though and highly Korean.
PGI I've noticed used to and might still outsource a large amount of what gets done and it's highly Canadian/American. It is also worth noting that MWO struggles because of the choice to use true to scale sizes on everything, so 500 meters really is 500 meters as in the same 200 meters that would take a player character in Crysis a good 4 minutes to trek and you're doing it in seconds, on a game engine that's pumping up to 5,000 meters of distance at any one moment... when it's designed to only give no more than 1,500 with reasonably higher detail even if on a much smaller scale).

I believe the game you are thinking of is Star Citizen -- far from release but a very promising game of the not free to play genre. Its graphics remind me of closed beta MWO.

Edited by Koniving, 05 April 2014 - 11:54 PM.


#42 Swinebeast

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Posted 06 April 2014 - 01:50 AM

Great info again.
Ok, battletech fans must be pretty frustrated, as a sim player (passionate about things being correct) I can definitely sympathise.

It's odd, its not true to Battletech for a number of reasons I expect, financial most likely, yet it maintains a style of play that will turn away 90% of potential customers. The client base is older, cashed up and will spend extensively on a subject they love, but are being alienated by the non battletech direction.
So who is left to pay $240 for the clan pack that I was happy to spend on (maybe a cool hundred?) before clicking and subsequently falling out of my sim pit, some poor parents somewhere will have a heart attack next credit card bill...lol
Really?....they are polygons with a subtraction algorithm on armour and some dice rolls on internals, add low res cockpits, ok, I couldn't do it, but it's not high end physics, FMs and ballistics calculations or complex system modelling...(Yeah I admit I want the fuzzy dice and the hula girl dammit).
Anyway, just interesting stuff for me as I'm enjoying the game, just odd stuff, I can't say I have seen similar, hopefully the community and the devs will reach a common ground.

Edit: poor grammar again and worse spelling.

Edited by Swinebeast, 06 April 2014 - 01:52 AM.


#43 Koniving

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Posted 06 April 2014 - 11:25 AM

PGI's aiming at trying to pick up newer, younger players for a new generation of gamers. They've stated as much. Those who aren't happy are the 2% "on an island."

Really though, the clan package isn't a bad deal. It amounts to 30 dollars per 3 'configurations' of each chassis + various little extras.
Since you kind of have to 'buy' the arms, legs, side torsos, etc. to create your own configurations it saves you quite a bit in cbills.

The problem that I saw with it is that it forces you to start with the lights and work your way up. Then after the Dire Wolf, you have to work through another light.
Or you can do the a la carte to get the mediums, heavies and assaults for the same price and save 60 dollars by not spending it on the easy to acquire lights -- and completely lose out on the package benefits.

I play regardless. But honestly I'd still be collecting heroes and already have me a clan package if this was still headed in the simulator direction that it had in closed beta.
I miss the old days. 4:23. "Son of a ----! He rammed me!"

#44 Koniving

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Posted 06 April 2014 - 11:31 AM

"...an Atlas and a Catapult can just stand there and hammer away at each other like battleships..."

#45 Modo44

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Posted 06 April 2014 - 11:41 AM

View PostSwinebeast, on 06 April 2014 - 01:50 AM, said:

Ok, battletech fans must be pretty frustrated, as a sim player (passionate about things being correct) I can definitely sympathise.

Tabletop players, maybe. Coming from lots of MW2/3/4, I personally love the design. It may not be close to lore or the tabletop in various ways, but jumping into a mech felt very natural for me. Almost a year later, I am still having a blast in this great horribly broken game. Still, not buying a package unless the patches up until May have some really Wow!!! additions.

#46 Swinebeast

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Posted 06 April 2014 - 01:11 PM

Fair call, but you gotta feel for the core battletech guys. Personally I'm having a ball, as long as it stays stompy I will be playing for a long time.

#47 Buckminster

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Posted 06 April 2014 - 03:37 PM

I've often said that this isn't the Battletech game that I wanted. Too much customization, too much tech, it feels too fast.

That being said, I have to be realistic. A large chunk of BT players love all the tech, and they can't wait for the clan stuff. The insane customization is half the fun. And while it isn't the game that I wanted, a lot of those players would look at my game and think that it was missing all of what they thought of as Battletech.

So I'll just be happy that I can run around in mechs that I basically recognize, using weapons and terminology that hit the nostalgia in me and keeps me coming back. Do I think the game is perfect? No. But it's still a lot of fun. And I can't wait and see what CW actually brings to the plate.

#48 Koniving

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Posted 06 April 2014 - 04:16 PM

Agree on the too fast. So fast the game has hit detection problems and many of them. So the solution? Make the mechs even faster. *Bashes head.*

Personally I'd like to see a Battletech game that revolves around more than just the mechs.
If you really think about it, Battletech has been doing the "Titan Fall" for more than 30 years before Titan Fall even came out.

Though yes, in its own right the game can be fun for a while. It desperately needs that community warfare aspect.
But... I wonder what purpose a dropship will serve after the 3/3/3/3 system, since the great prospect about dropships included increasing your allowed drop weight, reinforcement mechs ("waves" without recovery in between) and so on. None of which seem feasible now.
Edit: Related. Very entertaining read.

Edited by Koniving, 06 April 2014 - 07:40 PM.






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